The hurts of the world are many fold. Minor accidents are common, and usually easily dealt with. However, when conflict and all-out warfare occur, they leave misery and hurt in their wake that can stagger the imagination. While good-aligned clerics are called upon to heal, the complex obligations and abilities often get in the way of pure solace and remediation. Not so the healer. One of the healer’s great purposes in life is to provide protection, and failing that, healing, to all good people who require her aid.

The healer provides aid to members of their adventuring company, the soldiers of their religion, or to the alliance to which they are pledged. When a battlefield is strewn with wounded allies or an expedition team’s members are sorely hurt, a healer cures the injuries of the faithful and those who have allied themselves with the side of good. A healer might accept a commission to escort a company or war band on a dangerous mission, making themselves available to cast divine protection and offer divine healing. The healer is much revered for their services, and they may ask their companions for daily praise to their deity---or at least an equal share in any reward garnered after the successful conclusion of the adventure or military action.

Quick Build
You can make a Healer quickly by following these suggestions. First, Wisdom should be your highest ability score followed by Charisma and then closely followed by Dexterity or Constitution. Second, choose the Hermit background from the Player's Handbook.

As a devoted user of healing and the divine, you have access to cleric spells. However, you might not choose many spells that do damage. Healers do not acquire spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith. A healer must choose a time at which they must spend a number of minutes equal to the sum of all spells levels they are preparing. After the first time, they only must spend the full time preparing newly prepared spells and half the time for already prepared spells. Time spent resting cannot be used in the preparation of spells. A healer may prepare and cast any spell on the cleric list that does not do damage or causes the target(s) to make a saving throw, provided they can cast spells of that level, but must choose which spells to prepare during their daily meditation or prayer. A Healer can prepare as many spells at their Wisdom Modifier + Healer Level.

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Healer table.
A Healer can cast a cleric spell as a ritual if that spell has the ritual tag and it is prepared.

A Healer'd Spell DC is 8 + Proficiency Bonus + Wisdom Modifier.
A Healers spell attack modifier is equal to Proficiency Bonus + Wisdom Modifier. However, this is only for spells that cure hit point damage, as Healers are prohibited from casting damaging spells and spells that cause the target(s) to make a saving throw.

At 1st level, a Healer takes the Oath of Vulnerability. This Oath requires them to be prone to the possibility of injury themselves to more fully empathize with those in their care in doing so by not wearing metal armor or using a metal shield. A Healer who uses metal armor or metal shields, even if proficient, is unable to cast spells granted by the Spellcasting feature or spell-like abilities of the Healer Class for 24 hours during and until after the all the metal armor and/or shield is taken off. There is no penalty using a simple weapon, made of metal or otherwise.

As Part of a Healer's Vow, they are forbidden from attempting to kill a living foe, even in self defense. They may however, choose to inflict nonlethal damage if forced to defend themselves. They are idealists whom happen to be ill prepared for the perils of combat.

At 1st level, whenever a healer casts a spell that cures hit point damage, she adds her Charisma bonus to the amount of damage healed. For instance, if a 1st level healer with 18 Wisdom and 16 Charisma, casts cure wounds, she cures 1d8+4 points of damage normal, plus an additional 3 points of damage due to her Charisma bonus. This bonus applies only to spells that she casts as a healer, not to those that she may have by virtue of levels in another class.

If a Healer refuses to heal an ally, an innocent bystander or a good aligned creature, or allows an ally, to die from a means they could have easily fixed or countered, or inflicts a killing blow on any creature, the Healer looses all Spellcasting and spell-like abilities until they atone. A Healer atones in a similar manner as a cleric or paladin does by needing to complete a spiritual quest. This quest is determine by the DM, and for the duration of the quest as long as it is being actively pursued with no delay, a Healer has access to spells of 3rd level or lower.

Beginning at 2nd level, a Healer can use an action to expend one use of a healer’s kit to tend to a creature and restore 1d6 + Healer level hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feature again until it finishes a short or long rest. Healer’s also have double proficiency on Wisdom (Medicine) skill checks, if already proficient. If the Healer does not have proficiency in Medicine, they get it from this feature. In addition, Healer's gain 2 extra hit points per Healer level.

Starting at 3rd level, a healer’s mere touch can heal ailments. When you cast any spell with a range of touch from the Healer Spellcasting feature, in addition to what it normally does when cast, removes 1 effect causing any of the following conditions: blinded, deafened, diseased, fear, paralyzed, or poisoned.

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

At 6th level, a healer’s touch can not only heal a target but restore them. Healers can cast lesser restoration at will. Healers can also cast cure wounds at 1st level without expending a spell slot a number of times equal to their Healer levelx3 per long rest.

At 7th level, a healer throws themselves to an ally in an effort to heal them with no thought of their personal safety. When moving to reach an ally to cast a spell granted by the Spellcasting feature or using a spell-like ability from this class as part of the same turn, you do not provoke attacks of opportunity.

When a healer attains 8th level, the deities recognize them for their devotion and grant them a celestial unicorn companion as their mount and aid. The unicorn is a symbol of healing and purity which serves the healer willingly and unswervingly.

Once per long rest, as an action, the healer may magically call their companion from the celestial realms in which it resides. The unicorn immediately appears adjacent to the healer and remains for 2 hours per healer level. It may be dismissed without expending an action. The unicorn is the same unicorn called for every time this feature is used. Each time the unicorn is called, it appears at full health, regardless of any damage it may have taken previously. The unicorn also appears wearing or carrying any gear it had when it was last dismissed. At 20th level, the Unicorn stays with the Healer until it dies or is dismissed.

A Healer’s Unicorn is superior to its normal celestial counterpart gaining new abilities as the partnership between the Healer and Unicorn grow. At 8th level, they are Empathically Linked up to a distance of 1 mile. The Empathic Link does not allow the Healer to see through the Unicorn’s eyes but they can communicate empathically. Due to the empathic link, the healer has the same connection to an item or place that the Unicorn does. In addition, the Unicorn takes half damage on a failed Dexterity saving throw and no damage on a successful one. The Healer does not gain this benefit unless they are riding the Unicorn when needing to make the save.

At 10th level, the Healer and Unicorn can share saving throws. The Unicorn uses its own base save bonus or the healer’s, whichever is higher. The Unicorn applies its own ability modifiers to saves and it does not share any other bonuses on saves that the healer might have (such as from magic items or feats unless the item or feat allows it).

At 11th level, spells cast from the Spellcasting feature of this class with a range of self or only targeting the Healer also effect the Unicorn, when within 5ft of each other.

At 12th level, the Unicorn gains 12 hit points plus double their constitution modifier. In addition, the unicorn also has a +2 to its AC. These bonuses improve as the strength of the Healer's bond between the Unicorn grows. At 17th level, the Unicorn gains an additional 12 hit points plus double their constitution modifier and an additional +2 AC. At 19th level, the Unicorn gains an additional 12 hit points plus double their constitution modifier and an additional +2 AC.

At 14th level, the Unicorn’s Strength, Dexterity and Intelligence increase by 2.

At 9th level, you and up to Charisma modifier allies within a 30ft radius of you are under the effect of the spell beacon of hope. A creature that is not on the same plane as you cannot benefit from this feature. This feature only remains active if you follow the rules detailed in the Devoted Healer class feature.